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Am 09.08.2015 um 20:29 schrieb LanuHum:
>> - whether in this case the actual matrix should be exported, or its
>> inverse instead.
>
> matrix.inverse csg or components?
> I in matrixes understand nothing!!! :(
I'm refering to the matrix inverse here. In a nutshell, a matrix's
inverse is the matrix that, when applied, reverts the effect of applying
the matrix itself: If the original matrix applies a rotation, the
inverse applies the opposite rotation; if the original matrix applies a
scaling by the factor N in any direction, the inverse applies a scaling
by the factor 1/N in that same direction; if the original matrix applies
a translation by a vector V, the inverse applies a translation by -V;
and if a matrix applies any combination of the above in a particular
order, the inverse applies the respective inverse of the individual
operations in reverse order.
In raytracing, a transformation matrix's inverse is needed internally
for some computations, so maybe in some cases, what Blender considers
"the operation" might be what POV-Ray considers "the inverse of the
operation".
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